Skyviper086 Posted January 18, 2016 Share Posted January 18, 2016 Hello I was wondering if someone could whip up a script/item so any companion's inventory can be easily managed. I'm wondering if a token could me made that the scripted effects of providing several containers to a companions inventory. For example. You could give a Veronica a token and then through dialogue you can select what gear she can equip. If she should wear casual clothing, light armor, medium armor, or power armor. You can say things like hey "We need to move fast so equip your light armor," or "We're going to be in some heavy action and still need to move quickly so equip some medium armor" or "We're going to be jumping into some intense action ... wear your power armor and hope like hell you have a lot of ammo" or "We're going to party .. wear something casual" Something like that. I don't think every situation calls for power armor and sometimes for weight and mobility reasons I wear some lighter combat armor so I can move... and get more loot ... Link to comment Share on other sites More sharing options...
sullyvanj93 Posted January 19, 2016 Share Posted January 19, 2016 thatd be pretty handy! definitely goes beyond my abilities, but since a lot of companion mods implement something like that, I'm sure it's very doable. Link to comment Share on other sites More sharing options...
devinpatterson Posted January 19, 2016 Share Posted January 19, 2016 Hello I was wondering if someone could whip up a script/item so any companion's inventory can be easily managed. For example. You could give a Veronica a token and then through dialogue you can select what gear she can equip. If she should wear casual clothing, light armor, medium armor, or power armor. One way to do this would be through her dialogue quest with the token being a condition of that topic. The result scripts for the topic would most of the heavy lifting. For example using (or generating) a form list of power armor, medium armor, outfit/dresses etc to check against inventory and equipping and item that shows up in both (probably with the secondary condition of highest DT). Because you specified dialog, I believe you pretty much have to go through the companion dialogue quest (she shares the same quest as the other companions for most of her companion wheel dialogue) or a new dialogue quest. I don't believe (or at least I'm not familiar with) a way to accomplish that just via a script attached to a token (addTopic isn't anywhere near feature rich enough to fulfill that goal). So the token is really superfluous, and your not going to have a one size fits all script that you can apply to whoever you give the token. Maybe someone has a better idea, but I think it's unlikely. While I don't believe the basic scripting for the condition scripts are too in depth, when you add working in the geck with all those extras topics, for all the companions, your talking about a sizable commitment. Link to comment Share on other sites More sharing options...
Skyviper086 Posted January 19, 2016 Author Share Posted January 19, 2016 What Sullyvanj93 said is true most companion mods (like Wendy) do have a feature where they can equip certain types of outfits. This is more suited towards the vanilla companions and other companions that don't. I was actually thinking about a container assigned to a certain slot for instance ... a clothing container, power armor container, etc. The player will have to place equipment in those containers (don't have to worry about form lists I hope) So when you say wear your power armor the system basically equips anything from the power armor container. Or if there is no power armor then a little message can appear saying so and so doesn't have any power armor! and they'll stick with what armor they have. I do understand what you're saying about the dialogue and believe me I've did a decent amount of experimenting with the GECK soo... I'm cool with not having dialogue being used as an activator. However; could a menu be used instead to access and have the companion access the desired equipment? Link to comment Share on other sites More sharing options...
devinpatterson Posted January 20, 2016 Share Posted January 20, 2016 I was actually thinking about a container assigned to a certain slot for instance ... a clothing container, power armor container, etc. The player will have to place equipment in those containers So when you say wear your power armor the system basically equips anything from the power armor container. Or if there is no power armor then a little message can appear saying so and so doesn't have any power armor! and they'll stick with what armor they have. It's no problem to create various containers in an inaccessible cell (or even a interior cell just used for storing objects). But off hand I don't see a winning strategy to tie together a scenario like your asking. The player needs to be able to select a specific item which would imply something like the barterMenu/openTeammateContainer, but those are tied to the actors themselves (as containers) not other containers, so they probably aren't useful. If however specific items could be chosen and dropped into their own respective containers, then I think the script could take over and do the rest of the work, but I'm not sure how to forge that link in the chain. However scripting is far from my forte, and code gurus like Gribbles or Jazzi would have a much better handle on what's possible than I would. (don't have to worry about form lists I hope) Formlists are you friend and can be pretty helpful in many aspects of modding. I'm cool with not having dialogue being used as an activator. However; could a menu be used instead to access and have the companion access the desired equipment? Since activating a companion (teammate) brings up the companion wheel (if they have one, like vanilla companions, or some other dialog for non standard comapanions) you are forced to go at least one topic deep in dialog. From that topic you can add a few buttons to a menu and the additional code can go in the companions obj script. It's not really much faster from the players point of view, then it would be having several linked topics (wear your casual clothes, wear your power armor, etc) choices, but probably faster for the modder/developer to craft since you can copy and paste it between each companion's script. Link to comment Share on other sites More sharing options...
Skyviper086 Posted January 20, 2016 Author Share Posted January 20, 2016 If however specific items could be chosen and dropped into their own respective containers, then I think the script could take over and do the rest of the work, but I'm not sure how to forge that link in the chain. This is what I'm getting at.Basically this idea came from the Private Gilbert Mod where you can choose several outfits for her to wear ... you can talk to her ... select the dialogue for clothing and then press left or right to select or modify items in a particular container.This level of scripting is way beyond me so I won't even attempt to dig around ... I did that recently with another complicated mod and basically destroyed it (All I did was move one tiny item and then the whole thing breaks down... good thing for backups!) But that sounds about right with what I'm getting at. I have no idea how helpful form list can be yet. I'm still tinkering around with a few of them though. (Making my own ammunition and what not) Link to comment Share on other sites More sharing options...
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